ObjectShot
Capture isolated GameObjects and UI as shippable stills and animations — scene-safe, deterministic, and pixel-perfect to the preview.
by Darnelix
Price History +
ObjectShot turns any GameObject or UI hierarchy into a clean, shippable image or animation — without ever touching your scene.
Frame your subject by moving the view, see exactly what you'll get in the live preview, and export. The preview is the export: the pixels you see are the pixels you ship. ObjectShot runs entirely in the Editor — there is no runtime component and zero runtime cost.
Two modes, four workflows
- Single Image — one composed capture of your target.
- Contact Sheet — a multi-angle grid of the same target (front, back, sides, top, iso, or your own angles).
- Turntable — a smooth 360° spin, captured without entering Play mode.
- Live Capture — record an isolated animation while the game plays, with the rest of the scene excluded.
Built for production
- Scene-safe by design. Capture runs against an internal cloned world — no transform, layer, or component changes to your live scene, ever.
- Preview equals export. What you see is what you get, every time.
- Deterministic output. Explicit, repeatable file paths, names, formats, and collision handling — friendly to version control and automation.
- Professional defaults. The first result already looks shippable: studio lighting, sensible framing, clean backgrounds.
Formats
- Stills: PNG, JPG, WebP, TGA (with alpha where the format supports it).
- Animations: APNG, GIF, animated WebP, Sprite Sheet, Image Sequence.
Every render pipeline
Works on the Built-in Render Pipeline, URP, and HDRP — no pipeline-specific setup.
More
Transparent / solid / gradient backgrounds · render modes (full color, silhouette, outline) · shadow catcher · built-in and custom presets · batch export · one-click clipboard copy (Windows & macOS) · post-export Unity import-profile application · Prefab-Stage capture · a generated sample scene to explore every feature.
Note: ObjectShot does not capture particle systems — particle effects are temporal and fall outside its isolated-snapshot model.
Editor-only. Zero runtime dependencies. Requires Unity UI (com.unity.ugui).